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ciderkit's Introduction

Hi there ๐Ÿ‘‹

๐Ÿ”ญ Currently working as a Lead Developer Unity C# on Crying Suns and some unannounced projects at Alt Shift

๐Ÿ I've been an Apple user for a long time and I am exploring the many frameworks you can find in the Apple ecosystem.

๐Ÿ˜ I'm also an experienced PHP developer (and probably a little overprotective of our beloved language)

๐Ÿ“ซ You can also reach me on Mastodon, Twitter, Medium or LinkedIn

๐Ÿ”– There's also my personal devlog

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ciderkit's Issues

Implement font selection for UIKit

Font selection is currently handled for macOS through NSFontManager, but the same functionality needs to be handled through UIFont for other systems.

Implement UI default styles

  • Background
    • Color
    • Image
  • Border
  • Font
    • Family
    • Color
    • Size
    • Style (normal, italic)
    • Weight (normal (400), bold (700), Number (1-1000))

Support for reference elements in assets

Add the ability to reference an asset into another one

  • Add reference element
  • Refactor elements to support the 3D coordinate system
  • Show bounding box for reference elements
  • Add lighting support in the asset editor
  • Support animations from referenced assets
  • Add a timing animation track for referenced assets (one track for precise frame time and another for replay speed)

Advanced animation tracks for referenced assets

  • Add a timing animation track for referenced assets (one track for precise frame time and another for replay speed)
  • Add an animation track to control the animation state of the referenced assets

Assets added to a map are not placed correctly

  • Assets are placed with an incorrect offset
  • Adding an asset doesn't seem to trigger the "dirty" flag for the map
  • Assets can't be selected or removed in the map editor
  • Lighting is incorrect

Implementing true PBR materials

Right now, the shaders are a complete naive implementation with a lot of issues in a variety of scenarios. We have to implement a real PBR solution as we probably have all the components available.

Support animation for referenced assets

  • Support animations from referenced assets
  • Ability to select the animation state of the referenced assets
  • Test support for referenced assets in referenced assets

Rename `states` to `animations`

Our current animation states are not "states" in essence, but contain only animation data. We should rename them in the code.

Write an editor-only XML validator

XMLDocument and asssociated classes are only available on macOS, and XMLParser does not currently validate documents against XSD.

Write an editor-only XML validator to help with document error detection

Fix map lighting

Map blocks are not lit correctly when placed against other assets. Ground planes should be at relative height 0 instead of 1

image

UI update optimization

Currenly, UI updates on every frame for all controls, without any consideration for the actual need of an update. We need to optimize this behavior.

Make CiderKit a Swift package

CiderKit is currently a sub-project in a workspace. Making it a proper package will improve flexibility for end-users, and facilitate distribution.

However, it doesn't seem possible to bundle macOS apps directly inside a Swift package, making it impossible to distribute the editor this way. May work for the engine part though.

Asset horizontal flip

It is mandatory to be able to instantiate assets flipped horizontally, with corresponding transformations for the normal and position maps.
This need to be possible in maps and in nested assets.

AssetDescriptionView: The animation frequently doesn't play

AssetDescriptionView: The animation frequently doesn't play

Closing the Asset Editor and reopening it will make it work
Changing assets can break animation playback
Switching to another animation state can fix the issue for a specific asset

Assets are not updated when parameters are changed in the editor

Assets are not updated when parameters are changed in the editor

For example, checking the "Horizontally Flipped" checkbox does not flip the asset immediately (works after save and reload though)

Plus, the world position is not kept when updating the asset.

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